PC Alpha 18 feedback and balancing thread

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Why dose it takes so long for the demolisher to go "boom" after we hit the detonator? If i remember right, that is supposed to be a week spot, but we are trying to avoid hitting that spot... we already have cops doing the same thing.

 
Why dose it takes so long for the demolisher to go "boom" after we hit the detonator? If i remember right, that is supposed to be a week spot, but we are trying to avoid hitting that spot... we already have cops doing the same thing.
Because the button has a timer!

 
Seemed more like a smugface to imply what I was saying was stupid.
Not at all what I was after... hint: if you move your mouse over the emoticon it will also show you a short description.

But I get it, it's very difficult to convey one's mood/intentions/attitude just by writing a text on the internet.

And as for the Pack Mule perk becoming irrelevant it's true, but only much later in the game, so my point stands, it may be irrelevant later but it's not irrelevant in general.

Just my opinion here...

 
Why dose it takes so long for the demolisher to go "boom" after we hit the detonator? If i remember right, that is supposed to be a week spot, but we are trying to avoid hitting that spot... we already have cops doing the same thing.
That weak spot does ~4000 damage on every block in a 5 meter radius. That amounts to a theoretical maximum damage of around 3 million. Does that sound weak to you? :wink-new:

 
... maximum damage of around 3 million. Does that sound weak to you? :wink-new:
I have no idea what are you trying to say...I was speaking about the timer, not dmg. And yah, it dose a lot of dmg.

What i m trying to say, is that it takes to long explode after we hit the timer... If i see him in the distance, i hit the detonator, and it still has enough time to get close to the base/traps... flower pots :D

 
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we must have a danger factor. :) joel and other devs have hinted that there "should" not be a 100% safety factor that is permanent. thus the timed detonation. :)

<property name="ExplodeDelay" value="2"/>
 
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I have no idea what are you trying to say...I was speaking about the timer, not dmg. And yah, it dose a lot of dmg.

What i m trying to say, is that it takes to long explode after we hit the timer... If i see him in the distance, i hit the detonator, and it still has enough time to get close to the base/traps... flower pots :D
I was hinting at it being not a weak spot because most often it is the spot you want to avoid hitting (which is the anti-thesis of a weak spot).

I'm assuming here that among the strategies to handle demos the prefered method is killing them without detonation and only if that isn't possible you either

2) detonate them and hope to be able to distribute the damage from multiple demos enough so your horde base stays intact

or

3) lead them away to detonate them.

PS: The delay is also a chance to still kill the demo with concentrated fire before the charge explodes. I.e. in case you hit the spot accidentally while trying to kill him "safely"

 
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So... guys/girls, I tested melee combat for 2 hours with every weapon.

I can confirm with certainty that there is no bug with the hitbox of the Zds nor with any melee weapon.

BUT. The origin of the complaints is well founded because the swings are Dead accurate and too small. Let me explain why that is a problem.

The point of hit is just that: a point. That means that a HUGE sledgehammer will only really hit hard in a tiny tiny point in space where your crosshair is.

Glancing blows are affected by the exact same problem : they are a tiny tiny line that dissects space and hits the exact point of dissection where it encounters an entity.

Actual result : Melee combat can get frustrating because players often miss while Zds are in the middle of an animation due to the area of hit being too small .

Expected result/solution : Either make the crosshair wide for some weapons ( not recommended) or maintain the crosshair but make the main actual area of hit the aproximate size of the weapon PLUS maintaining the current glancing blow (they should also be as wide as the weapon head in width though)

That way the melee combat will be perfect. Right now It' s in the right path, but the problem is that if the player doesn' t follow the crosshair with his eyes and just tries to "feel" the melee weapon he WILL miss.

The weapon hit area should follow the "feeling" and we shall get a rewarding result in form of 'hitting dat azz with dat hammar".

 
one word - "LAG" mostly on dedi servers/p2p games as we on our own single play game will not see that unless computer issues are present or running 3rd party software. :)

i am even playing now just punching zombies (just starting so dont expect to get far) but i am not seeing hit box issues until i attack crawlers and those idiots are harder to hit with fist. :)

 
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one word - "LAG" mostly on dedi servers/p2p games as we on our own single play game will not see that unless computer issues are present or running 3rd party software. :)
i am even playing now just punching zombies (just starting so dont expect to get far) but i am not seeing hit box issues until i attack crawlers and those idiots are harder to hit with fist. :)
Yes, lag and the reach of that crawling bastard are also issues. That' s not what I was talking about. I'm not mixing up issues here.

I was talking about the whole feeling issue of melee combat in general. In fact sometimes the player misses so many times in singleplayer while trying to "feel" the combat and in reality Zds just moved a bit. It can get frustrating if you don' t know the counterintuitive tip of "following the tiny crosshair all the time". An intuitive way to play is " following the weapon swing and the point of impact taking into account the size of the weapon's head for the area of impact damage while also maintaining the current glancing blows but with increased width for bigger-headed weapons". Easier said that done.

 
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I was hinting at it being not a weak spot because most often it is the spot you want to avoid hitting (which is the anti-thesis of a weak spot).

I'm assuming here that among the strategies to handle demos the prefered method is killing them without detonation and only if that isn't possible you either

2) detonate them and hope to be able to distribute the damage from multiple demos enough so your horde base stays intact

or

3) lead them away to detonate them.

PS: The delay is also a chance to still kill the demo with concentrated fire before the charge explodes. I.e. in case you hit the spot accidentally while trying to kill him "safely"
I don t remember where and when, MM said that detonator was a week spot and if we want to "predetonate" ( i hope is the right word) him before it reach the base we have to shot the green spot on his chest...I was expecting insta boom!

Yes, the delay gives you enough time to kill him before explodes, but... is not that "realistic", once activated, how can a ""dead/dead...zombie"" turn it off?!

 
So... guys/girls, I tested melee combat for 2 hours with every weapon.
I can confirm with certainty that there is no bug with the hitbox of the Zds nor with any melee weapon.

BUT. The origin of the complaints is well founded because the swings are Dead accurate and too small. Let me explain why that is a problem.

The point of hit is just that: a point. That means that a HUGE sledgehammer will only really hit hard in a tiny tiny point in space where your crosshair is.

Glancing blows are affected by the exact same problem : they are a tiny tiny line that dissects space and hits the exact point of dissection where it encounters an entity.

Actual result : Melee combat can get frustrating because players often miss while Zds are in the middle of an animation due to the area of hit being too small .

Expected result/solution : Either make the crosshair wide for some weapons ( not recommended) or maintain the crosshair but make the main actual area of hit the aproximate size of the weapon PLUS maintaining the current glancing blow (they should also be as wide as the weapon head in width though)

That way the melee combat will be perfect. Right now It' s in the right path, but the problem is that if the player doesn' t follow the crosshair with his eyes and just tries to "feel" the melee weapon he WILL miss.

The weapon hit area should follow the "feeling" and we shall get a rewarding result in form of 'hitting dat azz with dat hammar".
Let’s keep A18 testing and feedback in this thread and stick to A19 questions in the A19 thread.

 
Why dose it takes so long for the demolisher to go "boom" after we hit the detonator? If i remember right, that is supposed to be a week spot, but we are trying to avoid hitting that spot... we already have cops doing the same thing.
This post and all the responses are A18 feedback. It doesn’t belong in the A19 thread so it has been moved here.

 
I don t remember where and when, MM said that detonator was a week spot and if we want to "predetonate" ( i hope is the right word) him before it reach the base we have to shot the green spot on his chest...I was expecting insta boom!

Yes, the delay gives you enough time to kill him before explodes, but... is not that "realistic", once activated, how can a ""dead/dead...zombie"" turn it off?!
This is supernatural stuff, the demolisher himself is the bomb. :cocksure:

You need to hit him very far from the base, lead him away from the base or stop his run after triggering him if you want to "predetonate".

Basically they built the demo as an end game enemy, put him into the game and told the players: See if you can find good strategies against him (implying that they wanted strategies to emerge instead of them dictating one or two strategies). In my opinion MM's suggestion was probably just that, a suggestion. You might do that, or try something else if it doesn't work.

 
Can someone please clarify whether the inability to add a 'weighted head mod' and 'serrated blade mod' at the same time (on a hunting knife) is a known feature or a bug ?

(They can be added independent of each other, so its not a mod/weapon incompatibility issue)

 
Can someone please clarify whether the inability to add a 'weighted head mod' and 'serrated blade mod' at the same time (on a hunting knife) is a known feature or a bug ?
(They can be added independent of each other, so its not a mod/weapon incompatibility issue)
A lot of other mods behave similar, for example Ergonomic Grip and Fortifying Grip. I'm quite sure this is a feature, not a bug.

In XML you see both mods you named have "modifier_tags="damage"". And Tempered Blade has the same tag, by the way. And I'm pretty sure you can't add Tempered Blade at the same time as well.

 
That weak spot does ~4000 damage on every block in a 5 meter radius. That amounts to a theoretical maximum damage of around 3 million. Does that sound weak to you? :wink-new:
Speaking of game trivia:

Carrying a full stack of wet concrete blocks in every slot amounts to twice the RL mass (displacement) of the Titanic.

Why dose it takes so long for the demolisher to go "boom" after we hit the detonator?
So you have a chance to prevent that from going off.

 
So... guys/girls, I tested melee combat for 2 hours with every weapon.
I can confirm with certainty that there is no bug with the hitbox of the Zds nor with any melee weapon.

BUT...
You know the showswings console command? (and I won't check if that's in A18 ;) )

 
You know the showswings console command? (and I won't check if that's in A18 ;) )
Lol I can't believe I tested all the way for two hours without the command (first time I hear of it). It was crazy fun with the limb explosion and ragdolling though. Thx for the tip!

 
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